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February 20th, 2003, 09:01 PM
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Sergeant
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Join Date: Nov 2000
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Hey PvK, et al:
I've been using a modified Version of Proportions 2.5.3. So far, I like it a lot. You've put a lot of time and effort into this mod and it really shows. I had been hunting for a mod to use as basis for a mod of my own and Proportions seems to work out really well for it.
For my mod, I've sped up colonization a little and I've added in some components and whatnot from a few other mods (mostly from Devnull). I've also added in a number of 'human-only' items that we can use in multiplayer games, but that I dont want to have to worry about the AI getting tripped up by.
One thing that I've noticed in Proportions is how good of a buy the Torpedo Techs are. They are cheap to research and do a lot of 'up front' damage which, in keeping with your discussion below, seems key. Given the way the tech cost progression increases geometrically and how the bulk of an empire's research points are coming from the Homeworld (and thus, available at start), it seems that the 10000 point cost makes Torps an obvious choice. You can have Torpedo IV (a powerful weapon) for less cost that of level III in a number of other weapons and the progression only gets worse the higher it goes.
The lower 'startup costs' seem key in this mod because your research points arent increasing at the same rate as the costs for higher level techs (ie, a lot of the research points are 'front-loaded'). I've modded in a negative on the Torp's accuracy to compensate. This leaves them with the feeling of capital ship killers (along with their high damage numbers which is good for punching through emissive effects) but prevents them from being the obvious choice in the early game. Has anyone else noticed Torps as a good buy or is everyone just used to them being useless in the basic tech set and not really bothered with them?
Is there some updated listing of how emissive armor works now? I remember threads on it ages ago, but I'm sure they are outdated with the newer patches. Do emissive effects stack or is it only the highest...ie, if I have 2 Armored Hulls (11 Emissive each), do I have 22 total? Does it stack from different component (ie, 1 Armored Structure giving 1 + the Hull giving 11 = 12?)? I also wasnt aware that Emissive effects were 'global'. I was under the impression that the Emissive component had to be 'hit' for the damage reduction to apply. Has this been thoroughly tested and confirmed?
Thanx for any input/answers on the above!
Talenn
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February 20th, 2003, 09:22 PM
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Second Lieutenant
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Join Date: Feb 2003
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Quote:
Originally posted by PvK:
There are also a few things that aren't really obsolete, which are that way on purpose, but ya, the order is a little mixed up to allow upgrading old games.
PvK
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I'm willing to start a new game the moment you post the 3.0.
So don't wait for nobody. I have become a faithful follower of your mod.
By the way, do you think its ok that Sats are actualy bigger than fighters?
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When somebody says he is going to kill you.........believe him. -Holocaust survivor
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February 20th, 2003, 11:04 PM
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Second Lieutenant
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Yes!
Great idea! How it didn't occurred to me before?
I'll erase the Ice and Gas planets with Oxigen to simulate that Rock people need Domes in those planets. Since I always play Rock/Oxigen it'll be perfect.
Humm, I have to check first that none of the existing races is Ice or Gas/Oxigen..........
And as a side effect any AI race that is "Rock/ none Oxigen" will still capable of fully colonizing Ice and Gas as a bonus.
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When somebody says he is going to kill you.........believe him. -Holocaust survivor
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February 21st, 2003, 02:41 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Quote:
By the way, do you think its ok that Sats are actualy bigger than fighters?
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First off, the Kiloton in SE4 is an abstract and arbitrary unit that means nothing. All that it does is allow for a relative system of how much you can put in each vehicle. Different vehicle types are not really on the same scale.
Second, these are not like satellites we have launched into space. They are more like small automated space stations. So, being larger than fighters makes some sense. 
[ February 21, 2003, 00:43: Message edited by: Imperator Fyron ]
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February 21st, 2003, 02:59 AM
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Lieutenant General
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
[quote]Originally posted by Imperator Fyron:
Quote:
First off, the Kiloton in SE4 is an abstract and arbitrary unit that means nothing. All that it does is allow for a relative system of how much you can put in each vehicle. Different vehicle types are not really on the same scale.
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I have gone through great pains in GritTech, to make SE4 Kilo-Tons meaningful. I believe that I have met with a good deal of success. many of these efforts were inspired by the Porportions mod. I would guess that PvK wishes the KT representation in his mod to be something more than meaninless and arbitrary.
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February 21st, 2003, 03:05 AM
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Shrapnel Fanatic
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Well, kT are not changed much in Proportions, so they are as meaningless there as in the normal game. 
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February 21st, 2003, 03:19 AM
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Corporal
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Re: Proportions Mod Versions 2.5.2 and 2.5.3 available
Hello:
So, I understand it better now they are complementary. Ok.
In that case, what percentage of a given hull size (say, 700 kT in example) would you use for armor (plating + armor components). In the balance of mobility, protection and firepower, I like to favour:
1) Mobility (you cannot be hit if you are not there) It is best used in Master of Orion 2 battles, I miss those weapon firing arcs!
2) Armor: If you can withstand the enemy fire one more turn, may be you will outLast him.
3) Well, and Last firepower...
I would really thank you for your opinion about ship protection.
Other topic: I was thinking about modeling a "light" Version of the armour platings (which will take less space) and keeping the "standard" ones, of course. So, suppose I make a plating wich takes half the space of the current ones, What would be a proportional protection value? Should structure tonnage and emisive ability be reduced to half, too? Or would you suggest another structure/tonnage/ability ratio?
(Is this question clear enough?)
Thank you very much to all for this and previous advice...
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